Backgammon has been played for many hundreds
of years, but it was transformed in the
1920's when the doubling dice was
introduced. As the gambling aspect
really improves the game, the doubling dice,
or cube as it is better known, became
popular for this reason.
Like a dice, the cube has six faces; but
instead of numbering 1-6, they number 2, 4,
8, 16, 32, and 64. The game commences with
the 64, i.e. with that side facing upwards.
The cube is placed in the middle of the
table in a position equal distance between
the two players. Once the worth of a single
unit has been determined, the first double
raises the stakes from 1 to 2; the next
double from 2 to 4; and so on. If the cube
rises to 64 in a particularly aggressive
game, the next double will revert back to 2
(but in fact will represent 128)
There are two ways in which doubles can
be made.
- An automatic double usually occurs
when both players have thrown the same
number with their opening single dice.
This manner of play is not adopted in
tournaments, and you must be wary of the
opponent who wants to play an unlimited
number of automatic doubles (i.e. not
only when each player throws his single
dice, but also when doubles are repeated
or the opponent throws a double with his
first throw). Normally one automatic
double is the accepted order of the day.
You must remember that three doubles
will increase the count form one to
eight. You may have wo0n five long,
drawn out games in succession, and be
five points up, only to lose the next
one and be three points down overall.
- A voluntary double is simply when one
player offers his opponent the option of
accepting or refusing a doubling of the
stakes. If he refuses, he forfeits the
game along with whatever is showing on
the cube at the time of the offer. If he
accepts, the stake is doubled and the
game continues. A player can only offer
a double when it is his turn to play and
before he has rolled the dice.
Many players fail to appreciate the
advantages of being in possession of the
cube. When you are in possession, you are
the only one who can redouble, and thus you
control the game form a financial point of
view. The stakes cannot be raised unless you
wish them to be.
There are normally three situations in
which one player will offer the other a
double:
(a) if, in a running game, his men have
less distance to travel than those of his
opponent;
(b) when he has built a block and his
opponent is unable to escape (he must
however be mindful that if the double is
refused, he may have missed the opportunity
of winning a double game);
(c) if, in the final stages of the game,
he is bearing off and his pip count is less
than his opponent's.
In a running game it is important to be
aware of when to accept, refuse or indeed
offer a double. The more experienced players
work out the difference in the pip count and
consequently adopt the following formula,
known as the rule of fifteen.
Add up your own and your opponent's pip
counts, and work out the difference. If the
difference is less than 15% a double should
be taken; if more a double should be
refused. For example, if your pip count is
50 and your opponent's 60, the difference is
ten ( or 20%). It is clear that in this case
a double should be offered but refused.
Too often an experienced player accepts a
double form a less experienced opponent
because he thinks that the latter's good
luck in throwing the dice will not last and
that he is in any case prone to making
mistakes. This is a dangerous attitude to
adopt, and the rule of 15 should be strictly
observed.
Whilst bearing off, the distribution of
the pieces can have an influence on whether
you offer, refuse or accept a double. In
certain circumstances the rule of 15 can be
misleading. A board which has men equally
distributed across the points is much
stronger when bearing off than one
with an accumulation of men on one or two
points.
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